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Member Since 12 Apr 2010
Offline Last Active Jul 11 2014 05:39 AM

Posts I've Made

In Topic: Device or Context lost. Should I bother?

09 July 2014 - 06:17 AM

That's what I needed. Thank you.

In Topic: Modern directx and effects framework

18 May 2014 - 07:03 AM

Thank you. So, it's basically a wrapper around api states change, constants and buffer settins, right? What's the problem to, say, render all opaque objects, next change manually (via dx calls) necessary data/states and render particles, next render transparent objects? I have come from Adobe Flash 3d world, where we don't have frameworks like this, write shaders with some sort of assembler, and just have api calls (althought very limited). And I see many benefits of such manual coding.

To be honest, I'm confused a bit - I have a couple of dx 11 books, I'm reading online tutorials and it all seems good and fresh. But due to recent changes in windows (i.e. remove of d3dx, shaders compilation out of the box etc.) all examples simply don't work and need refactoring. And it seems that only examples that can run without any changes with vs 2013 is a couple of templates on msdn code base for windows store. Can you advise actual resources? May be groups or chats?}

In Topic: [D3D11] Enumerate output fail on notebook with 2 GPUs

13 May 2014 - 01:09 AM

Oh, I see now. Thank you.

In Topic: [D3D11] Enumerate output fail on notebook with 2 GPUs

12 May 2014 - 02:44 PM

Thank you. I found also this document http://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/OptimusRenderingPolicies.pdf. Sad, but none of the methods works for me sad.png.


Upd.: to clarify - I can select dedicated GPU from list, but this GPU always have zero output device. And I don't know how games use it, maybe some workaround in driver for games (for example, NVidia Expirience sees some installed games on my machine, but not all).

In Topic: Shadow artifacts on plane parallel to light

01 April 2014 - 01:32 AM

Oh, sorry, I forgot to attach a picture.



This aliasing on the sphere... I tried different bias values but it still there.


@kalle_h, thank you, good approach.